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Using a serious game to complement CPR instruction in a nurse faculty
5 references·8 citing·47 second hop
Using a serious game to complement CPR instruction in a nurse faculty (2015)Using a serious game to complement CPR in…Medical student attitudes toward video games and related new media technologies in medical education (2010)Medical student attitudes tow…Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project (2010)Learning in serious virtual w…Games for science and engineering education (2007)Games for science and enginee…Flow in games (and everything else) (2007)Flow in games (and everything…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Game-based learning in undergraduate nursing education: A systematic review of mixed-method studies (2022)Game-based learning in underg…Digital serious games in developing nursing clinical competence: A systematic review and meta-analysis (2022)Digital serious games in deve…Learning experiences of game-based educational intervention in nursing students: A systematic mixed-studies review (2021)Learning experiences of game-…Gamification in E-Learning and Sustainability: A Theoretical Framework (2021)Gamification in E-Learning an…Gamification in Nursing Education: An Integrative Literature Review (2020)Gamification in Nursing Educa…Efficacy of Serious Games in Healthcare Professions Education (2020)Efficacy of Serious Games in …Serious Games in Health Professions Education: Review of Trends and Learning Efficacy (2019)Serious Games in Health Profe…From experiencing to critical thinking: a contextual game-based learning approach to improving nursing students’ performance in Electrocardiogram training (2019)From experiencing to critical…Effects of cooperative, competitive, and individualistic goal structures on achievement: A meta-analysis. 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(2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)A systematic literature review of empirical evidence on computer games and serious games (2012)The Taxonomy of Educational Objectives (2012)Taxonomy of Educational Objectives (2014)Comparison of the effectiveness of lecture instruction and virtual reality-based serious gaming instruction on the medical students’ learning outcome about approach to coma (2021)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)Digital Natives, Digital Immigrants Part 1 (2001)The Discovery of Grounded Theory (2017)Taking critical thinking, creativity and grit online (2020)A digital role-playing game for learning: effects on critical thinking and motivation (2021)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Gamification in pharmacy education: a systematic quantitative literature review (2022)The Role of AI in Serious Games and Gamification for Health: Scoping Review (2023)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Educational outcomes of digital serious games in nursing education: a systematic review and meta-analysis of randomized controlled trials (2024)Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp (2012)The effect of games and simulations on higher education: a systematic literature review (2017)Real-world and game-based learning to enhance decision-making (2024)
this work references cited by second hop

References

  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2007Flow in games (and everything else)1,013 cited
  • 2007Games for science and engineering education302 cited
  • 2010Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project300 cited
  • 2010Medical student attitudes toward video games and related new media technologies in medical education195 cited

Cited by

  • 2019From experiencing to critical thinking: a contextual game-based learning approach to improving nursing students’ performance in Electrocardiogram training131 cited
  • 2019Serious Games in Health Professions Education: Review of Trends and Learning Efficacy98 cited
  • 2022Game-based learning in undergraduate nursing education: A systematic review of mixed-method studies90 cited
  • 2021Learning experiences of game-based educational intervention in nursing students: A systematic mixed-studies review89 cited
  • 2020Efficacy of Serious Games in Healthcare Professions Education86 cited
  • 2020Gamification in Nursing Education: An Integrative Literature Review85 cited
  • 2022Digital serious games in developing nursing clinical competence: A systematic review and meta-analysis66 cited
  • 2021Gamification in E-Learning and Sustainability: A Theoretical Framework52 cited

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